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694d448e83
If a shader uses gl_PointSize then it can only be used when drawing points. If a shader doesn't use gl_PointSize then it can't be used when drawing points. Added 'ConstantPointSize' and 'CurrentDPIScale' built-in shader uniforms. ConstantPointSize is in DPI-scaled points, whereas gl_PointSize is in pixels, so to get the correct default behaviour a shader needs to do gl_PointSize = ConstantPointSize * CurrentDPIScale
403 lines
10 KiB
C++
403 lines
10 KiB
C++
/**
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* Copyright (c) 2006-2020 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "common/config.h"
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#include "SpriteBatch.h"
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// LOVE
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#include "Texture.h"
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#include "Quad.h"
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#include "Graphics.h"
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#include "Buffer.h"
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// C++
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#include <algorithm>
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// C
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#include <stddef.h>
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namespace love
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{
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namespace graphics
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{
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love::Type SpriteBatch::type("SpriteBatch", &Drawable::type);
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SpriteBatch::SpriteBatch(Graphics *gfx, Texture *texture, int size, BufferDataUsage usage)
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: texture(texture)
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, size(size)
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, next(0)
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, color(255, 255, 255, 255)
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, colorf(1.0f, 1.0f, 1.0f, 1.0f)
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, array_buf(nullptr)
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, vertex_data(nullptr)
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, modified_sprites()
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, range_start(-1)
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, range_count(-1)
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{
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if (size <= 0)
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throw love::Exception("Invalid SpriteBatch size.");
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if (texture == nullptr)
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throw love::Exception("A texture must be used when creating a SpriteBatch.");
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if (texture->getTextureType() == TEXTURE_2D_ARRAY)
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vertex_format = CommonFormat::XYf_STPf_RGBAub;
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else
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vertex_format = CommonFormat::XYf_STf_RGBAub;
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vertex_stride = getFormatStride(vertex_format);
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size_t vertex_size = vertex_stride * 4 * size;
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vertex_data = (uint8 *) malloc(vertex_size);
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if (vertex_data == nullptr)
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throw love::Exception("Out of memory.");
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memset(vertex_data, 0, vertex_size);
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Buffer::Settings settings(BUFFERUSAGEFLAG_VERTEX, usage);
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auto decl = Buffer::getCommonFormatDeclaration(vertex_format);
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array_buf.set(gfx->newBuffer(settings, decl, nullptr, vertex_size, 0), Acquire::NORETAIN);
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}
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SpriteBatch::~SpriteBatch()
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{
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free(vertex_data);
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}
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int SpriteBatch::add(const Matrix4 &m, int index /*= -1*/)
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{
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return add(texture->getQuad(), m, index);
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}
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int SpriteBatch::add(Quad *quad, const Matrix4 &m, int index /*= -1*/)
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{
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if (vertex_format == CommonFormat::XYf_STPf_RGBAub)
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return addLayer(quad->getLayer(), quad, m, index);
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if (index < -1 || index >= size)
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throw love::Exception("Invalid sprite index: %d", index + 1);
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if (index == -1 && next >= size)
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setBufferSize(size * 2);
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const Vector2 *quadpositions = quad->getVertexPositions();
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const Vector2 *quadtexcoords = quad->getVertexTexCoords();
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int spriteindex = (index == -1 ? next : index);
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size_t offset = spriteindex * vertex_stride * 4;
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auto verts = (XYf_STf_RGBAub *) (vertex_data + offset);
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m.transformXY(verts, quadpositions, 4);
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for (int i = 0; i < 4; i++)
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{
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verts[i].s = quadtexcoords[i].x;
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verts[i].t = quadtexcoords[i].y;
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verts[i].color = color;
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}
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modified_sprites.encapsulate(spriteindex);
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// Increment counter.
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if (index == -1)
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return next++;
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return index;
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}
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int SpriteBatch::addLayer(int layer, const Matrix4 &m, int index)
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{
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return addLayer(layer, texture->getQuad(), m, index);
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}
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int SpriteBatch::addLayer(int layer, Quad *quad, const Matrix4 &m, int index)
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{
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if (vertex_format != CommonFormat::XYf_STPf_RGBAub)
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throw love::Exception("addLayer can only be called on a SpriteBatch that uses an Array Texture!");
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if (index < -1 || index >= size)
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throw love::Exception("Invalid sprite index: %d", index + 1);
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if (layer < 0 || layer >= texture->getLayerCount())
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throw love::Exception("Invalid layer: %d (Texture has %d layers)", layer + 1, texture->getLayerCount());
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if (index == -1 && next >= size)
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setBufferSize(size * 2);
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const Vector2 *quadpositions = quad->getVertexPositions();
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const Vector2 *quadtexcoords = quad->getVertexTexCoords();
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int spriteindex = (index == -1 ? next : index);
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size_t offset = spriteindex * vertex_stride * 4;
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auto verts = (XYf_STPf_RGBAub *) (vertex_data + offset);
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m.transformXY(verts, quadpositions, 4);
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for (int i = 0; i < 4; i++)
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{
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verts[i].s = quadtexcoords[i].x;
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verts[i].t = quadtexcoords[i].y;
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verts[i].p = (float) layer;
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verts[i].color = color;
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}
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modified_sprites.encapsulate(spriteindex);
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// Increment counter.
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if (index == -1)
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return next++;
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return index;
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}
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void SpriteBatch::clear()
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{
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// Reset the position of the next index.
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next = 0;
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}
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void SpriteBatch::flush()
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{
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if (modified_sprites.isValid())
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{
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size_t offset = modified_sprites.getOffset() * vertex_stride * 4;
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size_t size = modified_sprites.getSize() * vertex_stride * 4;
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if (array_buf->getDataUsage() == BUFFERDATAUSAGE_STREAM)
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array_buf->fill(0, array_buf->getSize(), vertex_data);
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else
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array_buf->fill(offset, size, vertex_data + offset);
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modified_sprites.invalidate();
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}
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}
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void SpriteBatch::setTexture(Texture *newtexture)
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{
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if (texture->getTextureType() != newtexture->getTextureType())
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throw love::Exception("Texture must have the same type as the SpriteBatch's previous texture.");
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texture.set(newtexture);
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}
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Texture *SpriteBatch::getTexture() const
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{
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return texture.get();
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}
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void SpriteBatch::setColor(const Colorf &c)
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{
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colorf.r = std::min(std::max(c.r, 0.0f), 1.0f);
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colorf.g = std::min(std::max(c.g, 0.0f), 1.0f);
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colorf.b = std::min(std::max(c.b, 0.0f), 1.0f);
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colorf.a = std::min(std::max(c.a, 0.0f), 1.0f);
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color = toColor32(colorf);
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}
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Colorf SpriteBatch::getColor() const
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{
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return colorf;
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}
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int SpriteBatch::getCount() const
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{
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return next;
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}
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void SpriteBatch::setBufferSize(int newsize)
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{
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if (newsize <= 0)
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throw love::Exception("Invalid SpriteBatch size.");
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if (newsize == size)
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return;
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size_t vertex_size = vertex_stride * 4 * newsize;
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int new_next = std::min(next, newsize);
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void *new_vertex_data = realloc(vertex_data, vertex_size);
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if (new_vertex_data == nullptr)
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throw love::Exception("Out of memory.");
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auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
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Buffer::Settings settings(array_buf->getUsageFlags(), array_buf->getDataUsage());
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auto decl = Buffer::getCommonFormatDeclaration(vertex_format);
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array_buf.set(gfx->newBuffer(settings, decl, nullptr, vertex_size, 0), Acquire::NORETAIN);
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array_buf->fill(0, vertex_stride * 4 * new_next, new_vertex_data);
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vertex_data = (uint8 *) new_vertex_data;
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size = newsize;
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next = new_next;
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}
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int SpriteBatch::getBufferSize() const
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{
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return size;
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}
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void SpriteBatch::attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh)
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{
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if ((buffer->getUsageFlags() & BUFFERUSAGEFLAG_VERTEX) == 0)
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throw love::Exception("GraphicsBuffer must be created with vertex buffer support to be used as a SpriteBatch vertex attribute.");
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AttachedAttribute oldattrib = {};
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AttachedAttribute newattrib = {};
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if (buffer->getArrayLength() < (size_t) next * 4)
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throw love::Exception("Buffer has too few vertices to be attached to this SpriteBatch (at least %d vertices are required)", next*4);
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auto it = attached_attributes.find(name);
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if (it != attached_attributes.end())
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oldattrib = it->second;
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newattrib.index = buffer->getDataMemberIndex(name);
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if (newattrib.index < 0)
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throw love::Exception("The specified Buffer does not have a vertex attribute named '%s'", name.c_str());
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newattrib.buffer = buffer;
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newattrib.mesh = mesh;
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attached_attributes[name] = newattrib;
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}
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void SpriteBatch::setDrawRange(int start, int count)
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{
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if (start < 0 || count <= 0)
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throw love::Exception("Invalid draw range.");
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range_start = start;
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range_count = count;
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}
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void SpriteBatch::setDrawRange()
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{
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range_start = range_count = -1;
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}
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bool SpriteBatch::getDrawRange(int &start, int &count) const
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{
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if (range_start < 0 || range_count <= 0)
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return false;
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start = range_start;
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count = range_count;
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return true;
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}
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void SpriteBatch::draw(Graphics *gfx, const Matrix4 &m)
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{
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if (next == 0)
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return;
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gfx->flushBatchedDraws();
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if (texture.get())
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{
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if (Shader::isDefaultActive())
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{
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Shader::StandardShader defaultshader = Shader::STANDARD_DEFAULT;
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if (texture->getTextureType() == TEXTURE_2D_ARRAY)
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defaultshader = Shader::STANDARD_ARRAY;
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Shader::attachDefault(defaultshader);
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}
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}
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if (Shader::current)
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Shader::current->validateDrawState(PRIMITIVE_TRIANGLES, texture);
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flush(); // Upload any modified sprite data to the GPU.
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VertexAttributes attributes;
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BufferBindings buffers;
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{
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buffers.set(0, array_buf, 0);
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attributes.setCommonFormat(vertex_format, 0);
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}
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int activebuffers = 1;
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for (const auto &it : attached_attributes)
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{
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Buffer *buffer = it.second.buffer.get();
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// We have to do this check here as wll because setBufferSize can be
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// called after attachAttribute.
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if (buffer->getArrayLength() < (size_t) next * 4)
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throw love::Exception("Buffer with attribute '%s' attached to this SpriteBatch has too few vertices", it.first.c_str());
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int attributeindex = -1;
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// If the attribute is one of the LOVE-defined ones, use the constant
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// attribute index for it, otherwise query the index from the shader.
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BuiltinVertexAttribute builtinattrib;
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if (getConstant(it.first.c_str(), builtinattrib))
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attributeindex = (int) builtinattrib;
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else if (Shader::current)
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attributeindex = Shader::current->getVertexAttributeIndex(it.first);
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if (attributeindex >= 0)
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{
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if (it.second.mesh.get())
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it.second.mesh->flush();
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const auto &member = buffer->getDataMember(it.second.index);
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uint16 offset = (uint16) buffer->getMemberOffset(it.second.index);
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uint16 stride = (uint16) buffer->getArrayStride();
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attributes.set(attributeindex, member.decl.format, offset, activebuffers);
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attributes.setBufferLayout(activebuffers, stride);
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// TODO: We should reuse buffer bindings with the same buffer+stride+step.
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buffers.set(activebuffers, buffer, 0);
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activebuffers++;
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}
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}
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Graphics::TempTransform transform(gfx, m);
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int start = std::min(std::max(0, range_start), next - 1);
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int count = next;
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if (range_count > 0)
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count = std::min(count, range_count);
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count = std::min(count, next - start);
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if (count > 0)
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gfx->drawQuads(start, count, attributes, buffers, texture);
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}
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} // graphics
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} // love
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